uniform extern float4x4 gWVP;
uniform extern texture gTex;

sampler TexS = sampler_state {
	Texture = <gTex>;
	MinFilter = LINEAR;
	MagFilter = LINEAR;
	MipFilter = LINEAR;
	AddressU  = WRAP;
    AddressV  = WRAP;
};
struct OutputVS {
    float4 posH   : POSITION0;
	float2 tex0   : TEXCOORD0;
};
OutputVS TextureVS(float4 posL : POSITION0,float2 tex0: TEXCOORD0) {
	OutputVS outVS = (OutputVS)0;	
	outVS.posH = posL;
	outVS.tex0 = tex0; 
    return outVS;
}
float4 TexturePS(float2 tex0 : TEXCOORD0) : COLOR {    
	return  tex2D(TexS, tex0);
}
technique TextureTech {
    pass P0 {
        vertexShader = compile vs_2_0 TextureVS();
        pixelShader  = compile ps_2_0 TexturePS();
    }
}
